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Component image 
PBS Multi UV Metallic component as seen in the Scene Inspector

Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't. |
HighPriorityIntegration
|
Bool | If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes. |
_shader
|
Shader | Internal. |
AlbedoScale
|
Float2 | Template:Material AlbedoScale |
AlbedoOffset
|
Float2 | Template:Material AlbedoOffset |
AlbedoUV
|
Int | The UV map index Albedo map should use. |
EmissionMapScale
|
Float2 | The UV scaling of the emission texture. |
EmissionMapOffset
|
Float2 | The UV offset of the emission texture. |
EmissionMapUV
|
Int | Template:Material EmissionMapUV |
NormalMapScale
|
Float2 | The UV scaling of the normal map texture. |
NormalMapOffset
|
Float2 | The UV offset of the normal texture. |
NormalMapUV
|
Int | Template:Material NormalMapUV |
OcclusionMapScale
|
Float2 | The UV scale of OcclusionMap
|
OcclusionMapOffset
|
Float2 | The UV offset of OcclusionMap .
|
OcclusionMapUV
|
Int | Template:Material OcclusionMapUV |
SecondaryAlbedoScale
|
Float2 | Template:Material SecondaryAlbedoScale |
SecondaryAlbedoOffset
|
Float2 | Template:Material SecondaryAlbedoOffset |
SecondaryAlbedoUV
|
Int | Template:Material SecondaryAlbedoUV |
SecondaryEmissionMapScale
|
Float2 | Template:Material SecondaryEmissionMapScale |
SecondaryEmissionMapOffset
|
Float2 | Template:Material SecondaryEmissionMapOffset |
SecondaryEmissionMapUV
|
Int | Template:Material SecondaryEmissionMapUV |
AlbedoColor
|
ColorX | The color to multiply the texture of the albedo (base color) with. Basically a tint. Default white. |
AlbedoTexture
|
ITexture2D | The texture to use as the color of the surface. |
EmissiveColor
|
ColorX | The color to multiply the texture of the emission (glowly color) with. Basically a tint. Default white. |
EmissiveMap
|
ITexture2D | The texture to use as the glowing (emission) color of the surface. |
NormalMap
|
ITexture2D | The normal map is used as a way to change the appearance of a surface when shined on by lights, to give the illusion of a raised surface. |
NormalScale
|
Float | How much to scale up the effect of the normal map. |
OcclusionMap
|
ITexture2D | Used to specify surface parts in eternal shadow due to being close to other mesh parts. |
SecondaryAlbedoTexture
|
ITexture2D | Template:Material SecondaryAlbedoTexture |
SecondaryEmissiveColor
|
ColorX | Template:Material SecondaryEmissiveColor |
SecondaryEmissiveMap
|
ITexture2D | Template:Material SecondaryEmissiveMap |
Culling
|
Culling | Whether to show the material on the front, back, or both sides |
AlphaHandling
|
AlphaHandling | How to handle alpha values in pixels on the AlbedoTexture .
|
AlphaClip
|
Float | Any alpha value below this amount is not rendered for any given pixel when cutout is enabled. |
OffsetFactor
|
Float | how much this material should be pushed forwards or backwards on the depth buffer factor wise |
OffsetUnits
|
Float | how much this material should be pushed forwards or backwards on the depth buffer unit wise |
RenderQueue
|
Int | changes at which point a material renders on the render stack |
Metallic
|
Float | The metallicness of the material in the absence of MetallicGlossMap .
|
Smoothness
|
Float | Template:Material Smoothness |
MetallicMap
|
ITexture2D | Metallic Maps |
MetallicMapScale
|
Float2 | Template:Material MetallicMapScale |
MetallicMapOffset
|
Float2 | Template:Material MetallicMapOffset |
MetallicMapUV
|
Int | Template:Material MetallicMapUV |